/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef CORE_GRIDLOADER_H
#define CORE_GRIDLOADER_H

/**
@class GridLoader
The GridLoader is working in conjuction with the Grid and responsible
for loading and unloading object-types (one or more) when objects
enters a grid.  Unloading is scheduled and might be canceled if
an interested object re-enters.  GridLoader does not do the actuall
loading and unloading but implements as a template pattern that
delicate its loading and unloading for the actualy loader and unloader.
GridLoader manages the grid (both local and remote).
*/

#include "Define.h"
#include "Grid.h"
#include "TypeContainerVisitor.h"

template
    <
        class ACTIVE_OBJECT,
        class WORLD_OBJECT_TYPES,
        class GRID_OBJECT_TYPES
    >
class GridLoader
{
public:

    /** Loads the grid
    */
    template<class LOADER>
    void Load(Grid<ACTIVE_OBJECT,WORLD_OBJECT_TYPES, GRID_OBJECT_TYPES> &grid, LOADER &loader)
    {
        grid.LockGrid();
        loader.Load(grid);
        grid.UnlockGrid();
    }

    /** Stop the grid
    */
    template<class STOPER>
    void Stop(Grid<ACTIVE_OBJECT,WORLD_OBJECT_TYPES, GRID_OBJECT_TYPES> &grid, STOPER &stoper)
    {
        grid.LockGrid();
        stoper.Stop(grid);
        grid.UnlockGrid();
    }
    /** Unloads the grid
    */
    template<class UNLOADER>
    void Unload(Grid<ACTIVE_OBJECT,WORLD_OBJECT_TYPES, GRID_OBJECT_TYPES> &grid, UNLOADER &unloader)
    {
        grid.LockGrid();
        unloader.Unload(grid);
        grid.UnlockGrid();
    }
};
#endif
